Thunderous Ascension (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 650 hit points, he recharges his Bolt of Destruction, and regains any expended uses of Legendary Resistances and spells. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour.
Legendary Resistances (5/day). If the aspect fails a saving throw, he can choose to succeed instead.
Lightning Absorption. Whenever the aspect is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Limited Magic Immunity. The aspect can't be affected or detected by spells of 6th level or lower from the school of evocation unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Siege Monster. The aspect deals double damage to objects and structures.
Innate Spellcasting. The aspect's spellcasting ability is Charisma (spell save DC 27). The aspect can innately cast the following spells, requiring only verbal components:
At will: thunder step at 5th-level, chain lightning, lightning bolt at 5th-level
1/day: storm of vengeance, call lightning at 9th-level
Multiattack. The aspect makes two Master Bolt and then uses his spellcasting ability (at will).
Master Bolt. Melee or Range Weapon Attack: +19 to hit, reach 20 ft., or range 300/1200 ft., one target. Hit: 50 (9d8 + 10) lightning damage. If the target is a creature, it must make a DC 27 Constitution saving. On a failed save, the target is stunned for 1 minute. The target takes 22 (4d10) lightning damage at the start of each of its turn while stunned and needs to use its action to try and beat the DC of the attack to not be stunned anymore.
Thunderous Clap (Recharge 5-6). The aspect claps his hands with incredible might, causing an explosion of thunderous energy to expend in a 100-feet circle centered on the aspect. A creature that is within this area must make a DC 27 Constitution saving throw. On a failed save, the creature takes 84 (8d10+40) thunder damage, is pushed back 30 feet and is knocked prone. On a successful save, you take half the damage and aren't pushed back or knocked prone.
Bolt of Destruction (Recharge 6). A bolt of purple arcane energy starts to form in the hand of the aspect as the ground around him starts to shake. The aspect releases the bolt in a 300-foot line that is 15-foot wide. A creature that is in the area of the bolt must make a DC 27 Dexterity saving throw. On a failed, the creature takes 135 (30d8) force damage, or half as much on a successful save. Additionally, a creature dropped to 0 hp by this attack is disintegrated and only a wish spell can bring that creature back.
The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect regains spent legendary actions at the start of his turn.
Attack. The aspect makes one attack.
Spellcasting. The aspect uses its spellcasting ability (at will).
Spellcasting (Costs 2 Actions). The aspect uses its spellcasting ability (1/day).
One with the Storm (3 Actions). The aspect vanishes, dispersing himself into the storm surrounding his lair. The aspect can end this effect at the start of any of his turns, becoming a giant once more and appearing in any location he chooses within his lair. While dispersed, the aspect can’t take any actions other than lair actions, and he can’t be targeted by attacks, spells, or other effects.
If the aspect's Thunderous Ascension trait has activated in the last hour, he can use the options below as legendary actions.
Thunderbolt (Costs 2 Actions). The aspect creates four thunderbolts and hurls each bolt at four different creatures he can see within 600 feet of him. The target must make a DC 27 Dexterity saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one.
Orb of Destruction (Costs 3 Actions). The aspect creates an orb of destructive magic in his hand and releases it in a point within a 120-foot of him. The orb explodes in that point and destroys everything within 30-feet of its point of explosion. A creature that is within this area must make a DC 27 Constitution saving throw. On a failed save, it takes 45 (10d8) force damage and is knocked prone. On a successful save, the creature takes half the damage. Additionally, a creature dropped to 0 hp by this attack is disintegrated and only a wish spell can bring that creature back.
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